Chaingun: Difference between revisions
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{{version| | {{version|1.2.6.0|stub=yes|stubnote=Add images.}} | ||
{{ | {{Installations infobox | ||
| imagewidth = 200 | |||
| | | identifier = chaingun | ||
| category = | | description = A powerful multiple-barrel turreted weapon, based on coilgun technology. Though somewhat unwieldy and slow to wind up to its firing state, its capability to deliver a hail of high-velocity metal at any would-be foe is unparalleled. | ||
| category = Machine | |||
| category2 = Weapons | |||
| tags = turret | |||
| powerconsumption = 400 | | powerconsumption = 400 | ||
| | | reload = 0.133333333333333 <!-- Every reload in Barotrauma (possibly every action) requires additional 2 frames, following an obscure mathematical formula, explained here: | ||
| | https://github.com/Regalis11/Barotrauma/discussions/9483 | ||
Hence, the chaingun fires significantly slower than expected. This effect becomes larger as reload time decreases. --> | |||
| weapons = 50 | |||
| handicap = Spring Stiffness -48 (50 → 2)<br>Spring Damping -9.5 (10 → 0.5)<br>Rotation Speed -4 (5 → 1) | |||
| weapontype = turret | |||
| loader = Chaingun Loader | |||
| ammo = {{hl|Chaingun Ammunition Box}}<br>{{hl|Physicorium Chaingun Ammunition Box}}<br>{{hl|Shredder Chaingun Ammunition Box}} | |||
| ammocount = 3 | |||
}} | |||
{{Installations infobox | |||
| name = Chaingun Loader | | name = Chaingun Loader | ||
| imagewidth = 75 | | imagewidth = 75 | ||
| category = | | identifier = chaingunloader | ||
| itemslots = 1 Ammunition | | category = Machine | ||
| category2 = Weapons | |||
| tags = chaingunequipment,chaingunammosource,turretammosource | |||
| itemslots = 1 Chaingun Ammunition slot | |||
| repairtype = Mechanical | |||
| repairskill = 55 | |||
}} | }} | ||
The '''Chaingun''' is a '''[[Submarine Weapons|Submarine Weapon]]''' in '''''[[Barotrauma]]'''''. Similar to other '''Submarine Weapons''', it requires a loader to be linked to it for ammo. | The '''Chaingun''' is a '''[[Submarine Weapons|Submarine Weapon]]''' in '''''[[Barotrauma]]'''''. Similar to other '''Submarine Weapons''', it requires a loader to be linked to it for ammo. | ||
'''Chainguns''' shoot | = Functions & Usage = | ||
'''Chainguns''' shoot projectiles that deal damage to anything they hit. With their high rate of fire and wide spread, they make for good crowd control weapons.<br> | |||
It has a 1-second "spin-up" period before firing. | |||
'''Chainguns''' are placed in the middle in terms of <abbr title="Damage Per Second">DPS</abbr>, with effectively almost twice the DPS compared to '''[[Coilgun]]s''', but still half the DPS of '''[[Pulse Laser]]s'''. | |||
Like other '''Turrets''', '''[[Periscope]]s''' are typically used to aim and fire '''Chainguns'''. Firing '''Chainguns''' draws power from their connected '''[[Supercapacitor]]s''', as well as ammunition from their linked '''Loaders'''. | |||
= Ammunition = | |||
There are 3 types of '''Chaingun''' ammunition: | There are 3 types of '''Chaingun''' ammunition: | ||
* '''Standard;''' good for when you need to conserve/don't have other types of ammunition. | |||
* '''Physicorium;''' better than the '''Standard''' ammunition due to its considerably higher damage and stun, on par with standard '''Pulse Laser'''. | |||
* '''Shredder;''' same raw damage than the '''Standard''' ammunition but higher bleeding, penetration and limb severance chance. | |||
{{CargoDamage|tabletype=sub}} | {{CargoDamage|tabletype=sub}} | ||
==Connection Panel= | |||
= Submarines = | |||
The following [[Submarine|Submarines]] come with a Chaingun installed: | |||
{{SubsWithWeapon}} | |||
= Connection Panel = | |||
{{Connection panel | {{Connection panel | ||
|input1=Power_In | |input1=Power_In | ||
Line 37: | Line 68: | ||
|input5tt=Sets the state of the Chaingun's light. | |input5tt=Sets the state of the Chaingun's light. | ||
}} | }} | ||
= See Also = | |||
*{{hyperlink|Coilgun|50}} | |||
*{{hyperlink|Railgun|50}} | |||
*{{hyperlink|Pulse Laser|50}} | |||
*{{hyperlink|Flak Cannon|50}} | |||
*{{hyperlink|Double Coilgun|50}} | |||
= Media = | |||
<gallery widths="200" heights="100"> | |||
File:WEAPONS_chainGunShot1.ogg|Chaingun firing 1 | |||
File:WEAPONS_chainGunShot3.ogg|Chaingun firing 2 | |||
File:WEAPONS_chargeUp.ogg|Chaingun firing loop | |||
</gallery> | |||
{{Weapons nav|show-Subweapons=yes}} | |||
{{Installations nav}} | |||
{{ | |||
[[Category:Installations]] | [[Category:Installations]] | ||
[[Category:Submarine Weapons]] | [[Category:Submarine Weapons]] |
Latest revision as of 23:40, 3 January 2024
Data is up-to-date | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.1.18.0 The current game version is 1.4.5.0 Stub Notes: Add images. |
Chaingun | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A powerful multiple-barrel turreted weapon, based on coilgun technology. Though somewhat unwieldy and slow to wind up to its firing state, its capability to deliver a hail of high-velocity metal at any would-be foe is unparalleled. | ||||||||||
Statistics* | ||||||||||
Skill Requirement | Weapons: 50 | |||||||||
Handicap | Spring Stiffness -48 (50 → 2) Spring Damping -9.5 (10 → 0.5) Rotation Speed -4 (5 → 1) | |||||||||
Power Consumption | 400 kW | |||||||||
Firerate | 7.5 RPS | |||||||||
|
Chaingun Loader | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Statistics* | ||||||||||
Item Slots | 1 Chaingun Ammunition slot | |||||||||
Repairable | ||||||||||
Required Skill | Mechanical Engineering 55 | |||||||||
Required Item | Wrench | |||||||||
|
The Chaingun is a Submarine Weapon in Barotrauma. Similar to other Submarine Weapons, it requires a loader to be linked to it for ammo.
Functions & Usage
Chainguns shoot projectiles that deal damage to anything they hit. With their high rate of fire and wide spread, they make for good crowd control weapons.
It has a 1-second "spin-up" period before firing.
Chainguns are placed in the middle in terms of DPS, with effectively almost twice the DPS compared to Coilguns, but still half the DPS of Pulse Lasers.
Like other Turrets, Periscopes are typically used to aim and fire Chainguns. Firing Chainguns draws power from their connected Supercapacitors, as well as ammunition from their linked Loaders.
Ammunition
There are 3 types of Chaingun ammunition:
- Standard; good for when you need to conserve/don't have other types of ammunition.
- Physicorium; better than the Standard ammunition due to its considerably higher damage and stun, on par with standard Pulse Laser.
- Shredder; same raw damage than the Standard ammunition but higher bleeding, penetration and limb severance chance.
Item | Shots | Afflictions | Armor Penetration | Structure Damage | Explosion Range |
---|---|---|---|---|---|
Chaingun Ammunition Box |
500 | 10% | Impact: 8
|
. | |
Physicorium Chaingun Ammunition Box |
500 | 20% | Impact: 20
|
. | |
Shredder Chaingun Ammunition Box |
400 | 40% | Impact: 25
|
. |
Submarines
The following Submarines come with a Chaingun installed:
Connection Panel
Connection Panel for Chaingun Hover over pins to see their descriptions. | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||
Requires: Screwdriver |
See Also
Media
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Chaingun firing 1
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Chaingun firing 2
-
Chaingun firing loop
Installations | |
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Submarine Weapons | |
Small Turrets
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Large Turrets
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Loaders
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Other
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Navigation | |
Machines | |
Electrical | |
Structure | |
Other | |
Alien | |